RE: [Flashcoders] Finding and Removing a Sprite: PART II

2010-02-23 Thread Lehr, Theodore
So here is my next issue... One of the functions creates a dynamic amount sprites based on an xml feed, like so function createBars():void { for (var i:int=0; itotalbars; i++) { var bar:Sprite = new Sprite(); ... addChild(bar); {

RE: [Flashcoders] Finding and Removing a Sprite: PART II

2010-02-23 Thread Keith Reinfeld
: Tuesday, February 23, 2010 10:55 AM To: Flash Coders List Subject: RE: [Flashcoders] Finding and Removing a Sprite: PART II So here is my next issue... One of the functions creates a dynamic amount sprites based on an xml feed, like so function createBars():void { for (var i:int=0

Re: [Flashcoders] Finding and Removing a Sprite: PART II

2010-02-23 Thread Glen Pike
bar.name = bar_ + i; function destroyBars():void { for (var i:int=0; itotalbars; i++) { var bar:Sprite = getChildByName(bar_ +i) as Sprite; if(bar) { ... removeChild(bar); } } } Lehr, Theodore wrote: So here is my next

RE: [Flashcoders] Finding and Removing a Sprite: PART II

2010-02-23 Thread Lehr, Theodore
...@chattyfig.figleaf.com] On Behalf Of Lehr, Theodore Sent: Tuesday, February 23, 2010 10:55 AM To: Flash Coders List Subject: RE: [Flashcoders] Finding and Removing a Sprite: PART II So here is my next issue... One of the functions creates a dynamic amount sprites based on an xml feed, like so

Re: [Flashcoders] Finding and Removing a Sprite: PART II

2010-02-23 Thread tom rhodes
ok, bar isn't the name of the sprite, it's a variable with name bar which contains a reference to your sprite... if you want to use names then do something like bar.name = String(bar_ + i); but personally i'd use an array like so... var bars:Array = []; function createBars():void { for (var

Re: [Flashcoders] Finding and Removing a Sprite: PART II

2010-02-23 Thread Henrik Andersson
Lehr, Theodore wrote: Any ideas? Store a reference to each object in a vector like this: var bars:Vector.Bar=new Vector.Bar(); function createBars():void { for (var i:int=0; itotalbars; i++) { var bar:Bar = new Bar(); ...

Re: [Flashcoders] Finding and Removing a Sprite: PART II

2010-02-23 Thread Geografiek
You could create an empty array (outside the functions) And add each newly created bar to the array. Afterwards, say in another function, you can reference the array indexes. Something like: myBarsArray = new Array(); function createBars():void { for (var i:int=0; itotalbars; i++) {

Re: [Flashcoders] Finding and Removing a Sprite: PART II

2010-02-23 Thread Nathan Mynarcik
-boun...@chattyfig.figleaf.com To: Flash Coders List ReplyTo: Flash Coders List Subject: RE: [Flashcoders] Finding and Removing a Sprite: PART II Sent: Feb 23, 2010 10:55 AM So here is my next issue... One of the functions creates a dynamic amount sprites based on an xml feed, like so function

RE: [Flashcoders] Finding and Removing a Sprite: PART II

2010-02-23 Thread Lehr, Theodore
List' Subject: RE: [Flashcoders] Finding and Removing a Sprite: PART II You could parent them. Var barMom:Sprite = new Sprite(); addChild(barMom); function createBars():void { for (var i:int=0; itotalbars; i++) { var bar:Sprite = new Sprite(); bar.name

RE: [Flashcoders] Finding and Removing a Sprite: PART II

2010-02-23 Thread Merrill, Jason
...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of tom rhodes Sent: Tuesday, February 23, 2010 12:18 PM To: Flash Coders List Subject: Re: [Flashcoders] Finding and Removing a Sprite: PART II ok, bar isn't the name of the sprite, it's a variable with name bar which contains

Re: [Flashcoders] Finding and Removing a Sprite: PART II

2010-02-23 Thread Glen Pike
-boun...@chattyfig.figleaf.com] On Behalf Of tom rhodes Sent: Tuesday, February 23, 2010 12:18 PM To: Flash Coders List Subject: Re: [Flashcoders] Finding and Removing a Sprite: PART II ok, bar isn't the name of the sprite, it's a variable with name bar which contains a reference to your sprite

RE: [Flashcoders] Finding and Removing a Sprite: PART II

2010-02-23 Thread Keith Reinfeld
Of Lehr, Theodore Sent: Tuesday, February 23, 2010 11:29 AM To: Flash Coders List Subject: RE: [Flashcoders] Finding and Removing a Sprite: PART II A peculair twist now is that these bar sprites are being sent to the back (meaning I have other sprites - lines) showing on top when they were

Re: [Flashcoders] Finding and Removing a Sprite: PART II

2010-02-23 Thread Nathan Mynarcik
- From: Lehr, Theodore ted_l...@federal.dell.com Date: Tue, 23 Feb 2010 12:28:39 To: Flash Coders Listflashcoders@chattyfig.figleaf.com Subject: RE: [Flashcoders] Finding and Removing a Sprite: PART II A peculair twist now is that these bar sprites are being sent to the back (meaning I have

RE: [Flashcoders] Finding and Removing a Sprite: PART II

2010-02-23 Thread Merrill, Jason
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Glen Pike Sent: Tuesday, February 23, 2010 12:43 PM To: Flash Coders List Subject: Re: [Flashcoders] Finding and Removing a Sprite: PART II I think it depends on the circumstances: If you are not manipulating the child sprites in any

Re: [Flashcoders] Finding and Removing a Sprite: PART II

2010-02-23 Thread Mark Winterhalder
On Tue, Feb 23, 2010 at 6:43 PM, Glen Pike g...@engineeredarts.co.uk wrote: why would you want to use more memory by storing the sprite instances in an array or a vector when you already have a storage medium for them - the parent container? We're talking about only nine instances here. It

RE: [Flashcoders] Finding and Removing a Sprite: PART II

2010-02-23 Thread Keith Reinfeld
More than one way to get things done. Depends on your needs. Check out DisplayObjectContainer in the docs. var barMom:Sprite = new Sprite(); this.addChildAt(barMom, 0); function createBars():void { for (var i:int=0; i 9; i++) { var bar:Sprite = new Sprite();

RE: [Flashcoders] Finding and Removing a Sprite: PART II

2010-02-23 Thread Merrill, Jason
Doesn't storing them in an array create a set of references that will need to be cleaned up? Absolutely (if the app performance even needs cleaning up and/or the items are even removed). But that's easily taken care of with a cleanup function. So for small uses, as I mentioned, may not be

Re: [Flashcoders] Finding and Removing a Sprite: PART II

2010-02-23 Thread tom rhodes
yeah, horses for courses... if you want to better encapsulate stuff, i find it easier to work with arrays (in fp10 vectors) and pass them around if needs be. tying your code to specific timelines gives you more work to do if you want to reuse that code imho. for something quick and dirty in